// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'


Shader "Heatmaps/Particles/AlphaBlend" {
    Properties {
        _MainTex ("Base", 2D) = "white" {}
        _TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 0.2)
    }

    CGINCLUDE

        #include "UnityCG.cginc"

        sampler2D _MainTex;
        fixed4 _TintColor;

        struct v2f {
            half4 pos : SV_POSITION;
            half2 uv : TEXCOORD0;
        };

        v2f vert(appdata_full v) {
            v2f o;
            o.pos = UnityObjectToClipPos (v.vertex);
            o.uv.xy = v.texcoord.xy;
            return o; 
        }

        fixed4 frag( v2f i ) : COLOR {	
            return tex2D (_MainTex, i.uv.xy) * _TintColor;
        }

    ENDCG

    SubShader {
        Tags { "RenderType" = "Transparent" "Reflection" = "RenderReflectionTransparentBlend" "Queue" = "Transparent"}
        Cull Off
        Lighting Off
        ZWrite Off
        Fog { Mode Off }
        Blend SrcAlpha OneMinusSrcAlpha

    Pass {

        CGPROGRAM

        #pragma vertex vert
        #pragma fragment frag
        #pragma fragmentoption ARB_precision_hint_fastest 

        ENDCG
        }
    } 
    FallBack Off
}
